Maramorian Arbiter (5e Creature)

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Maramorian Arbiter

Large monstrosity, lawful neutral


Armor Class 15 (natural armour)
Hit Points 189 (18d10 + 90)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 20 (+5) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Str +9, Con +9, Wis +7
Skills History +11, Insight +7, Perception +7, Stealth +10
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 17
Languages Common, Ignan, Maramorian
Challenge 10 (5,900 XP)


Desert Camouflage. The maramorian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Devotion. The maramorian has advantage on saving throws against being charmed, frightened, paralysed, poisoned, stunned, or put to sleep.

Retribution. The maramorian has advantage on attack rolls against creatures that have harmed a different maramorian that it can see within the last minute.

ACTIONS

Multiattack. The maramorian makes three melee attacks or two ranged attacks.

Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

REACTIONS

Parry. The maramorian adds 4 to its AC against one melee attack that would hit it. To do so, the maramorian must see the attacker and be wielding a melee weapon.

Among maramorian warriors, some are so truly devoted to protecting their homes that they are granted the rank of arbiter, along with the right to wield halberds. Their devotion allows them to shrug off most ailments, then strike back with the fury of a defender.


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